![]() |
|
|
|
#1
|
|||
|
|||
|
Many thanks for your reply.
That has cleared it up further, probably a way to go though! I take it that once the program has compiled and run producing the correct dle file the program is no longer needed? I'll use the sensor VS project files and extend it to work with the HapticMaster. The HapticMaster API isn't publicly available. But I can message you with an attachment with some HapticMaster API documentation. I'll do that now too. If its any help that would be great. I'll keep working on it and come back. Many thanks again. |
|
#2
|
|||
|
|||
|
I didn't know if I should post this as a new topic but I guess its a continuation of this topic.
I have managed to get both the HapticMaster and Gimbal working with Vizard 4.0. So now we have 3DOF from the HapticMaster and 3DOF from the Gimbal making in total a 6DOF input into Vizard ![]() I've searched the forums but I can't find much about the inverse kinematic set up in Vizard 4.0. Currently I am trying to (and have succeed to a point) in moving the default character's (provided in the Vizard demo) hand to follow a point using lookAt. My problem is that in order to get the following other limbs (Right hand side only) would I use lock() etc and parent nodes in order to automatically kick in inverse kinematics, or would I have to do it by hand in order to get the movements working correctly? Any help or examples would be gratefully received. |
![]() |
| Thread Tools | |
| Display Modes | Rate This Thread |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Realistic Light and Shadows Using Vizard and 3DS Max | jde | Vizard | 4 | 07-13-2012 10:58 AM |
| Vizard 4 Beta Testing | farshizzo | Announcements | 0 | 02-01-2011 10:46 AM |
| Vizard 4 Beta Testing | farshizzo | Vizard | 0 | 02-01-2011 10:46 AM |
| .3DS importing in Vizard and 3D Studio | jde | Vizard | 1 | 08-28-2009 03:14 PM |
| Vizard tech tip: Using the Python Imaging Library (PIL) | Jeff | Vizard | 0 | 03-23-2009 11:13 AM |